File: BattleExchangeVariant.h

package info (click to toggle)
vcmi 1.6.5%2Bdfsg-2
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 32,060 kB
  • sloc: cpp: 238,971; python: 265; sh: 224; xml: 157; ansic: 78; objc: 61; makefile: 49
file content (210 lines) | stat: -rw-r--r-- 5,666 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
/*
 * BattleExchangeVariant.h, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */
#pragma once

#include "../../lib/AI_Base.h"
#include "../../lib/battle/ReachabilityInfo.h"
#include "PotentialTargets.h"
#include "StackWithBonuses.h"

struct BattleScore
{
	float ourDamageReduce;
	float enemyDamageReduce;

	BattleScore(float enemyDamageReduce, float ourDamageReduce)
		:enemyDamageReduce(enemyDamageReduce), ourDamageReduce(ourDamageReduce)
	{
	}

	BattleScore() : BattleScore(0, 0) {}

	float value()
	{
		return enemyDamageReduce - ourDamageReduce;
	}

	BattleScore  operator+(BattleScore & other)
	{
		BattleScore result = *this;

		result.ourDamageReduce += other.ourDamageReduce;
		result.enemyDamageReduce += other.enemyDamageReduce;

		return result;
	}
};

struct AttackerValue
{
	float value;
	bool isRetaliated;
	BattleHex position;

	AttackerValue();
};

struct MoveTarget
{
	float score;
	BattleHexArray positions;
	std::optional<AttackPossibility> cachedAttack;
	uint8_t turnsToReach;

	MoveTarget();
};

struct EvaluationResult
{
	static const int64_t INEFFECTIVE_SCORE = -100000000;

	AttackPossibility bestAttack;
	MoveTarget bestMove;
	bool wait;
	float score;
	bool defend;

	EvaluationResult(const AttackPossibility & ap)
		:wait(false), score(INEFFECTIVE_SCORE), bestAttack(ap), defend(false)
	{
	}
};

/// <summary>
/// The class represents evaluation of attack value
/// of exchanges between all stacks which can access particular hex
/// starting from initial attack represented by AttackPossibility and further according turn order.
/// Negative score value means we get more demage than deal
/// </summary>
class BattleExchangeVariant
{
public:
	BattleExchangeVariant()
		: dpsScore() {}

	float trackAttack(
		const AttackPossibility & ap,
		std::shared_ptr<HypotheticBattle> hb,
		DamageCache & damageCache);

	float trackAttack(
		std::shared_ptr<StackWithBonuses> attacker,
		std::shared_ptr<StackWithBonuses> defender,
		bool shooting,
		bool isOurAttack,
		DamageCache & damageCache,
		std::shared_ptr<HypotheticBattle> hb,
		bool evaluateOnly = false);

	const BattleScore & getScore() const { return dpsScore; }

private:
	BattleScore dpsScore;
	std::map<uint32_t, AttackerValue> attackerValue;
};

struct ReachabilityData
{
	std::map<int, battle::Units> units;

	// shooters which are within mellee attack and mellee units
	battle::Units melleeAccessible;

	// far shooters
	battle::Units shooters;

	std::set<uint32_t> enemyUnitsReachingAttacker;
};

class ReachabilityMapCache
{
	struct PerTurnData{
		std::bitset<GameConstants::BFIELD_SIZE> isValid;
		std::array<battle::Units, GameConstants::BFIELD_SIZE> hexes;
	};

	std::map<uint32_t, ReachabilityInfo> unitReachabilityMap; // unit ID -> reachability
	std::map<uint32_t, PerTurnData> hexReachabilityPerTurn;

	//const ReachabilityInfo & update();
	battle::Units computeOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, const BattleHex & hex);
public:
	const battle::Units & getOneTurnReachableUnits(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env, const std::vector<battle::Units> & turnOrder, uint8_t turn, const BattleHex & hex);
	void update(const std::vector<battle::Units> & turnOrder, std::shared_ptr<HypotheticBattle> hb);
};

class BattleExchangeEvaluator
{
private:
	std::shared_ptr<CBattleInfoCallback> cb;
	std::shared_ptr<Environment> env;
	mutable ReachabilityMapCache reachabilityMap;
	std::vector<battle::Units> turnOrder;
	float negativeEffectMultiplier;
	int simulationTurnsCount;

	float scoreValue(const BattleScore & score) const;

	BattleScore calculateExchange(
		const AttackPossibility & ap,
		uint8_t turn,
		PotentialTargets & targets,
		DamageCache & damageCache,
		std::shared_ptr<HypotheticBattle> hb,
		battle::Units additionalUnits = {}) const;

	bool canBeHitThisTurn(const AttackPossibility & ap);

public:
	BattleExchangeEvaluator(
		std::shared_ptr<CBattleInfoCallback> cb,
		std::shared_ptr<Environment> env,
		float strengthRatio,
		int simulationTurnsCount): cb(cb), env(env), simulationTurnsCount(simulationTurnsCount){
		negativeEffectMultiplier = strengthRatio >= 1 ? 1 : strengthRatio * strengthRatio;
	}

	EvaluationResult findBestTarget(
		const battle::Unit * activeStack,
		PotentialTargets & targets,
		DamageCache & damageCache,
		std::shared_ptr<HypotheticBattle> hb,
		bool siegeDefense = false);

	float evaluateExchange(
		const AttackPossibility & ap,
		uint8_t turn,
		PotentialTargets & targets,
		DamageCache & damageCache,
		std::shared_ptr<HypotheticBattle> hb) const;

	const battle::Units & getOneTurnReachableUnits(uint8_t turn, const BattleHex & hex) const;
	void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);

	ReachabilityData getExchangeUnits(
		const AttackPossibility & ap,
		uint8_t turn,
		PotentialTargets & targets,
		std::shared_ptr<HypotheticBattle> hb,
		battle::Units additionalUnits = {}) const;

	bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, const BattleHex & position);

	MoveTarget findMoveTowardsUnreachable(
		const battle::Unit * activeStack,
		PotentialTargets & targets,
		DamageCache & damageCache,
		std::shared_ptr<HypotheticBattle> hb);

	battle::Units getAdjacentUnits(const battle::Unit * unit) const;

	float getPositiveEffectMultiplier() const { return 1; }
	float getNegativeEffectMultiplier() const { return negativeEffectMultiplier; }
};